/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2025, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #if UNITY_5_3_OR_NEWER #define IS_UNITY #endif using System; namespace Spine { #if IS_UNITY using Color32F = UnityEngine.Color; #endif /// /// Stores a slot's current pose. Slots organize attachments for purposes and provide a place to store /// state for an attachment.State cannot be stored in an attachment itself because attachments are stateless and may be shared /// across multiple skeletons. /// public class Slot : Posed { internal readonly Skeleton skeleton; internal readonly Bone bone; internal int attachmentState; public Slot (SlotData data, Skeleton skeleton) : base(data, new SlotPose(), new SlotPose()) { if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null."); this.skeleton = skeleton; bone = skeleton.bones.Items[data.boneData.index]; if (data.setup.GetDarkColor().HasValue) { pose.SetDarkColor(new Color32F()); constrained.SetDarkColor(new Color32F()); } SetupPose(); } /// Copy constructor. public Slot (Slot slot, Bone bone, Skeleton skeleton) : base(slot.data, new SlotPose(), new SlotPose()) { if (bone == null) throw new ArgumentNullException("bone", "bone cannot be null."); if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null."); this.bone = bone; this.skeleton = skeleton; if (data.setup.GetDarkColor().HasValue) { pose.SetDarkColor(new Color32F()); constrained.SetDarkColor(new Color32F()); } pose.Set(slot.pose); } /// The bone this slot belongs to. public Bone Bone { get { return bone; } } /// Sets this slot to the setup pose. override public void SetupPose () { pose.SetColor(data.setup.GetColor()); if (pose.GetDarkColor().HasValue) pose.SetDarkColor(data.setup.GetDarkColor()); pose.sequenceIndex = data.setup.sequenceIndex; if (data.attachmentName == null) pose.Attachment = null; else { pose.attachment = null; pose.Attachment = skeleton.GetAttachment(data.index, data.attachmentName); } } } }